I've played dual Vic II in a Rhymerball almost exclusively for the past 2 months. Jerjerrod will be so much more useful than Motti. The reason Vics only ever go straight when fighting is because they can't turn. I almost always lose a Vic because I have to go straight and land in arc and in range of another ship. Trust me, I've gotten really good at positioning Vics and flying them side by side. The people I play with are always surprised by how close I can fly them and still make a turn without overlapping when one needs to peel off and "give chase" to a ship or place my arc to threaten incoming ships.
More so, I've heard plenty of times that the best offensive command is a Navigate. Getting in position and double arcing or threatening multiple ships will always be more effective than a squad or CF command. Every command has a place, but Navigates are the most important to time and use. In the words of IFF, "With Jerjerrod, your Engineering commands are better than Navigates" because you can repair 2 shields and pay 1 to get the extra clicks. And now you can also throw a squad command and use Jerjerrod to quickly get your front arc in position to "catch" your opponents ships when they fly in front of you.
Both Vics and ISDs suffer when they can't use their front arc. Try killing anything with just your side arcs. You basically pay 100+ points for a ship that gets to use its main arc maybe 3 times.
Don't underestimate the offensive and defensive power of Jerjerrod. Being able make a 90 degree turn will make Vics very scary.
Also, check out that post about Jerjerrod and a Navigate on a speed 3 ISD. It can make an insane "inside" maneuver where it changes its front arc but barely moves forward. I don't have a link or remember what the thread was called, so maybe someone else can post it.